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Messages - Hot_Dog
Pages: 1 ... 74 75 [76] 77 78 ... 194
1126
« on: March 04, 2011, 08:36:19 pm »
Keep on the lookout: I am typing the storyline and script (Meaning what the characters say) that I had in mind for this game. The storyline/script will be open source and you can use it for anything--SC/SC2 campaign designer, TI-83+, etc. Incidentally, if anyone skilled in RPGS wants to continue this project for a calculator, I will gladly do the sprite art
1127
« on: March 04, 2011, 08:16:10 pm »
I don't know who discovered this equation, but I call it the "mosquito curve" and I found it by accident. (This is in polar graphing)
r = sin(cos(tan(theta)))
1128
« on: March 04, 2011, 07:13:33 pm »
DJ was very interested in S.A.D., so when I went on IRC to share stuff with Eeems, DJ talked about it, and I found out about the website from him
1129
« on: March 04, 2011, 12:33:58 am »
As in strings. Data consists of a bunch of 2-digit numbers put together into a string. Like "013918402831." The manual for Correlific Mode will help readers understand why I refer to them as "lists."
And by the way, this is not sprite data. Remember that graphics are stored as text with custom fonts, same as with normal Correlation
1130
« on: March 03, 2011, 10:04:12 pm »
Is there any chance matrices could be used as well? lists are great, but adding matrices gives you 6-7 (can't remember ) more vars to use.
We're not talking standard Ti-83+ lists. We're talking another kind of list.
1131
« on: March 03, 2011, 02:36:54 pm »
I knew that I was going to forget something! If you plan on using other libraries such as Celtic III, you need to include the line 2:Asm(pgrmCORELATE) at the beginning of your program instead of 1:Asm(pgrmCORELATE)
1132
« on: March 03, 2011, 02:36:32 am »
Sorry that S.A.D. is still not being worked on yet, but after getting more and more obsessed with Zerg, I decided that--subject to balance testing--many Ptaloid units will have speed upgrades. In antcipation of a DJ question, there will be nothing like "creep" to make them move faster.
1133
« on: March 02, 2011, 07:34:34 pm »
I like Fermat's Last Theorem, as well as the Trapezoid Rule
1134
« on: March 02, 2011, 03:13:40 am »
Ugh, I'm not doing a good job explaining *slaps hand into forehead*
Okay, if you want to make Correlific games using nothing except for a calculator, you will not need a list editor, it will be very easy to enter lists in the program editor. If you want to make Correlific games using a potential computer aid, list editors are a big help.
1135
« on: March 02, 2011, 03:04:28 am »
Turtling won't work anymore in HotS because, like I said, zerg will be able to infest bunkers(with units inside)
Where'd you find this out?
1136
« on: March 02, 2011, 02:46:01 am »
I see. There will definitively be a need for a table of all commands and maybe some sort of list editor to make list editing more user-friendly.
A list editor will be a definite must for a program aimed at creating Correlific games, but trust me when I say it won't be necessary for making games directly on your calculator.
1137
« on: March 02, 2011, 02:44:06 am »
By request, I put up the updated Correlation Manual for people to read ahead and work on their test programs early. I have yet to add some screenshots and special thanks, but I'm positive that if there's something you can do (except Correlific Mode), you will find it in the manual.
A reminder to testers: It is your responsibility to read the full manual to the letter. Every. Last. Inch.
For convienence, I have also reattached the Ti-83+ Character Table, which shows you what characters/tokens you can use for displaying characters from your font.
Feel free to give my typos/grammer errors, but do not point out my underuse of the word "tokens." I have very good reason for that.
1138
« on: March 02, 2011, 02:33:32 am »
@willrandship All sprites will use the fonts and strings used for a normal correlation game. The only difference is that you are limited to the 10 Strings rather than having temporary strings in quotation marks. About the on-calc font editor, I don't have time to make one, but two other people are.
Also, I'm pretty sure games will run quite stabely unless you try to crash the calculator on purpose. This is because Correlific Mode runs on a should-be-stable game engine.
@DJ and Qwerty.55 I haven't finalized everything, but I know that I'm going to provide a table of values for scripting commands, using DECIMAL values from 00 to 99. A small portion of a list (without commands as to which data goes to which sprite) might look something like this:
00050001039901020304
The Correlific Manual is going to highly recommend that you plan your game on paper (writing events in English) so that when you put the program on your calculator it will be easily to look at the table and punch in numbers.
1139
« on: March 01, 2011, 06:22:27 pm »
Oh I was just wondering what i done. I find it OK I see no major changes. Even though shouldn't the line with the saw be Using the saw he cuts the table in half?
Your choice. I didn't edit anything on that line.
1140
« on: March 01, 2011, 06:20:02 pm »
What did I do wrong in my post?
Sorry, just a couple of typos, as well as making sure people understood the punch lines. If you didn't like this, I promise that I will not edit your posts again.
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